When he's finished, his NPC should have the following behaviours:
-Spot the player when onscreen and has line of sight
-Jump down short distances to chase the player
-Screech to a halt if an edge is too high
-Possibly jump small gaps
-PROD YOU WITH THE POINTY STICK OF DOOM!!
-Twitch tail
looks nice,
But i always find if you use colours too close to each other they're barely noticeable. See the feather? when it's small you can't see the line in the middle, and the small shadow below his hand, can't see it either.
Personally I would darken any shadows and make features clearer if they're seen in a window at desktop resolution.
Originally Posted by I am AndyUK (honest) looks nice,
But i always find if you use colours too close to each other they're barely noticeable. See the feather? when it's small you can't see the line in the middle, and the small shadow below his hand, can't see it either.
Personally I would darken any shadows and make features clearer if they're seen in a window at desktop resolution.
Mmm, it's not like the 2-bit days when all colours contrasted super well, people don't always want every object to be bright orange with black hands to stand out against the green backdrop. I don't know why I'm saying this but it looks offensive now so YOU BETTER BE HURT INSIDE.
Originally Posted by I am AndyUK (honest) looks nice,
But i always find if you use colours too close to each other they're barely noticeable. See the feather? when it's small you can't see the line in the middle, and the small shadow below his hand, can't see it either.
Personally I would darken any shadows and make features clearer if they're seen in a window at desktop resolution.
Mmm, it's not like the 2-bit days when all colours contrasted super well, people don't always want every object to be bright orange with black hands to stand out against the green backdrop. I don't know why I'm saying this but it looks offensive now so YOU BETTER BE HURT INSIDE.
Do you even have a point?
My suggestion is a personal preference towards pixel graphics. I'm talking about small details being noticable on the sprite itself as apposed to contrasting with the background. That would only really apply to 16 bit and beyond or the more colourful 8 bit machines.
EHEM. Actually, i'm a bit curious as to know how you intend to simulate the intelligence you plan on giving it. That's more then just a two edge detector plan there. Are they going to have their own detector system? I'm not familiar with 'new' code principles, but i assume your using the platform object? I would probly do it this way. Make a 6 detector movement for the enemy.
Give it the top, sides, a body maybe, and two feet corner detectors. Give them all id vals and either create each one at the squirrel, or give each squirrel their own detectors at start. Then, I would make the left and right wall detectors for wall checks. And the corner feet detectors (._. the periods) edge detectors. The feet detectors would tell it to turn on edges or jump.
Or I would have an edge placer on each edge and have it check to jump that way. Then, for getting close to the player, i'd have another long detector for checking distance. That's what i would do anyway
All platforming problems can be mostly solved here:
Originally Posted by Xhunterko EHEM. Actually, i'm a bit curious as to know how you intend to simulate the intelligence you plan on giving it. That's more then just a two edge detector plan there. Are they going to have their own detector system? I'm not familiar with 'new' code principles, but i assume your using the platform object? I would probly do it this way. Make a 6 detector movement for the enemy.
Give it the top, sides, a body maybe, and two feet corner detectors. Give them all id vals and either create each one at the squirrel, or give each squirrel their own detectors at start. Then, I would make the left and right wall detectors for wall checks. And the corner feet detectors (._. the periods) edge detectors. The feet detectors would tell it to turn on edges or jump.
Or I would have an edge placer on each edge and have it check to jump that way. Then, for getting close to the player, i'd have another long detector for checking distance. That's what i would do anyway
That should be quite simple in theory,
line of sight should be possible by testing X and Y position relative to the player.
and you can use one detector for wall collisions, or even none if you're smarter than me (maybe using the collision hack Podunkian wrote an article on?)